The venerable Commodore 64 got a lot of people started in computers, and a hard core of aficionados keeps the platform very much alive to this day. But a C64 just doesn’t have the horsepower to do anything more than some retro 8-bit graphics games, right?
Not if [jim_64] has anything to say about it. He’s created a pair of virtual-reality goggles for the C64, and the results are pretty neat. Calling them VR is a bit of a stretch, since that would imply the headset is capable of sensing the wearer’s movements, which it’s not. With just a small LCD screen tucked into the slot normally occupied by a smartphone in the cheap VR goggles [jim64] used as a foundation for his build, this is really more of a 3D wearable display — so far. The display brings 3D-graphics to the C64, at least for the “Street Defender” game that [jim64] authored, a demo of which can be seen below. We’ll bet position sensing could be built into the goggles to control the game too. Even then it won’t be quite the immersive (and oft-times nauseating) experience that VR has become, but for a 35-year old platform, it’s not too shabby.
Looking for more C64 love? We’ve got a million of ’em — case mods, C64 laptops, tablets, even CPU upgrades.
Continue reading “Hacked Headset Brings VR to the Commodore 64”
In the process of making a homemade Mech Combat game that features robot-like piloted tanks capable of turning the cockpit independent of the direction of movement, [Florian] realized that while the concept was intuitive to humans, implementing it in a VR game had challenges. In short, when the body perceives movement but doesn’t feel the expected acceleration and momentum, motion sickness can result. A cockpit view that changes independently of forward motion exacerbates the issue.
To address this, [Florian] wanted to use a swivel chair to represent turning the Mech’s “hips”. This would control direction of travel and help provide important physical feedback. He was considering a hardware encoder for the chair when he realized he already had one in his pocket: his iPhone.
By making an HTML page that accesses the smartphone’s Orientation API, no app install was needed to send the phone’s orientation to his game via a WebSocket in Unity. He physically swivels his chair to steer and is free to look around using the VR headset, separate from the direction of travel. Want to try it for yourself? Get it from [Florian]’s GitHub repository.
A video is embedded below, but if you’re interested in details be sure to also check out [Florian]’s summary of insights and methods for avoiding motion sickness in a VR Mech cockpit.
Continue reading “VR Mech’s Missing Link: The Phone in Your Pocket”
Imagine yourself riding through the countryside of Tuscany in the morning, then popping over to Champagne for a tour in the evening without taking a plane ride in the intermission. In fact, you don’t have to leave your living room. All you need is a stationary bicycle, a VR headset, and CycleVR.
[Aaron Puzey] hasn’t quite made the inter-country leap quite like that, but he has cycled the entire length of the UK, from its southern point to its northernmost tip. The 1500km journey took 85 hours over the course of eight months to complete.
CycleVR is actually a VR app created using Unity. It takes advantage of Google street view’s panoramic image data, using Bluetooth to monitor the cycling pace and transition between the panorama capture points. So, the static images of pedestrians and cars clipping and distorting as the panorama images load might throw off the illusion at first, but there’s thousands of side streets and country roads out there where this won’t be as pronounced. Check out the highlight reel from [Puzey]’s journey after the break.
Continue reading “Take A Bicycle Tour Anywhere In The World”
[Matteo] has just released a new installment of his Google Daydream VR controller hack, which we first covered last year (when he got it working with iOS). This time around he’s managed to forge a half Daydream, half PlayStation Move controller hybrid.
The original controller only managed a mere 3 DOF (Degrees of Freedom) using the internal accelerometer; although this conveyed rotational motion around the 3 axis, transitional information was completely lacking. [Matteo] resolves this by forming a simple positional marker out of a white LED enclosed in a standard ping pong ball; He tracks this setup using an iSight camera.
To gel everything together, he adds motion tracking to his already extensively developed software stack, which enables him to unshackle the Daydream controller from Android. He deciphers the Bluetooth packets and streams the sensory information straight to a web browser over a webSocket connection.
The results are quite impressive and the tracking is smooth. Not only does this add to the final goal of hacking his way towards a platform independent VR motion controller, he aptly gets some inspiration from Sony, extends Google’s hardware and even manages to use Apple’s webcam along the way. How’s that for carving passages between the walled gardens of consumer electronics?
Continue reading “Ping Pong Ball Improves the Google Daydream Controller”
An experimental project to mix reality and virtual reality by [Drew Gottlieb] uses the Microsoft Hololens and the HTC Vive to show two users successfully sharing a single workspace as well as controllers. While the VR user draws cubes in midair with a simple app, the Hololens user can see the same cubes being created and mapped to a real-world location, and the two headsets can even interact in the same shared space. You really need to check ou the video, below, to fully grasp how crazy-cool this is.
Two or more VR or AR users sharing the same virtual environment isn’t new, but anchoring that virtual environment into the real world in a way that two very different headsets share is interesting to see. [Drew] says that the real challenge wasn’t just getting the different hardware to talk to each other, it was how to give them both a shared understanding of a common space. [Drew] needed a way to make that work, and you can see the results in the video embedded below.
Continue reading “Sharing Virtual and Holographic Realities via Vive and Hololens”
CES 2017 is over and there were VR gadgets and announcements aplenty, but here’s an item that’s worth an extra mention because it reflects a positive direction we can’t wait to see more of. HTC announced the Vive Tracker, to be released within the next few months.
The Tracker looks a bit like a cross between a hockey puck and a crown. It is a self-contained, VR trackable device with a hardware port and built-in power supply. It can be used on its own or attached to any physical object to make that object trackable and interactive in VR. No need to roll your own hardware to interface with the Vive’s Lighthouse tracking system.
Valve have been remarkably open about the technical aspects of their hardware and tracking system, and have stated they want to help people develop their own projects using the system. We’ve seen very frank and open communication on the finer points of what it took to make the Lighthouse system work. Efforts at reverse-engineering the protocol used by the controller even got friendly advice. For all the companies making headway into VR, Valve continues to be an interesting one from a hacking perspective.
[Image source for bottom of Tracker: RoadToVR]
[David Krum] is associate lab director at the Mixed Reality Lab at the Institute for Creative Technologies at USC. That puts him at the intersection of science and engineering: building cool virtual reality (VR) devices, and using science to figure out what works and what doesn’t. He’s been doing VR since 1998, so he’s seen many cool ideas come and go. His lab was at the center of the modern virtual reality explosion. Come watch his talk and see why!
Continue reading “David Krum: The Revolution in Virtual Reality”